It would really be surprising... Nobody has managed to access the tales of the abyss models with their textures... I remember seeing a topic where they were her model, but it didn't have any texture...
The only people who I remembered having access to these models, with the textures were on a japanese site that Royal Blade posted long ago: this was on the same site than for the RM3 models.
i have some (Guy and Asch) and could get all costumes and models extracted in T-pose except they are textureless and need to be UV mapped.. i think. the model i was gonna use was Tear's Tales of Vs model, i T-posed it awhile ago
i could make the model look better since i learned how to add vertices where needed, to get non-blocky bending and more detail. the thing i cant fix is the textures, im not the best texturer. it should be tripled in size to 512 by 512 to get more details (right now the whole texture is 128 by 128.. u_O)
Not sure if this has been mentioned, but I think you should update your X import with a shine and metal. It's been long overdue.
i remember ShadowSnake mentioning it. he really does need a update.. have you used the X kirby hat helmet? thats pretty much how updated X would look and also like this
happeh to hear that. the middle photo is the most time i've spent staring at pixels. those kirbs are all edited in-game shots (thats why you can see different lighting hues on them). which cap is yer favorite?
I would have love to see her outfit from X-2 and over ZSS. But i guess that Yuna is over Peach?
i think she would fit over Zelda the best, personality and moveset-wise. i'd actually import all her models from X-2 over Zero Suit Samus if i had them, i've never played the X-2 but from google searches, i notice she had a lot of costumes
i think its time to lift my foot off this thread and let it fly for a bit
released a kirby hat pack. its probably not what you guys wanted. sorry for those that were waiting (if there was any) on news on a actual character import. i see right now da poll is a tie between two girls. after i finish this other dude's sweeeEEt request, ill decide on between 4 different characters to lose my "no female import" virginity to
it'll either be..
Yuna from FFX Cream n' Cheese from da Sonic games Tear from Tales of The Abyss Cheria from Tales of Graces
anyway, have fun with those kirby hats meanwhile
also, to those who reported freezing issues with dream drop Sora when trying to use EternalYoshi's PSA, try out these and lemme know if they work for you [could be a file size issue, main texture is in CMPR in that download]
i wont lose hope in Team Hero, keep at it Hero. i'd help if i could, all i'm of use for is model importing what you need for X. so i guess im mostly a sort of cheer leader and idea man for you and the teams now
I hope I'm not the only one who knows who this guy is.
I'm thinking he will go good over marth
i kinda do my neighbors that recently moved away really liked dat game. i've only played Dark Cloud 2 (ya know, the one with the dude with da wrench) and that game was incredibly fun. besides having a interesting story and gameplay aspect, there was a never-ending amount of things to do in it. its in my stack of PS2 games that i hope to play again someday
anyway, niice rip. i think Link would be another great choice. either way, lookin' forward to it
yeh i noticed that too. it's probably cuz, after re-adding the bones, i didn't fix their placement to how exactly they were on Samus' before and didn't fix the motion file's translations for them. anyway, i didn't fix em cuz i was told we weren't gonna need them, which is why i deleted them in the first place
yeaaa.. this X business is getting on my nerves. when it looks like smooth running, we trip over something and fall face-first and then recovery is unseen and random. before messing with anything else X related, im gonna wait and see what marioking64DS says about the situation. he probably knew about this, which is why he wanted the unneeded bones deleted
meanwhile though, you could continue animating if you want. X's bone positions are final. so even if it comes down to rigging him to a re-build of the boneset, he should be good to go since ill write down and paste v7's translations onto it
you dudes all seem to like the shine effect as is, we should keep it like that in the end. i'll admit it got me too, he looks great. the sexiest part? his .pac file size is around 990 KB (Samus' is around 1330 KB)
Edit: Tested in-game, it looks good but that "screen shatter" effect you mentioned is a huge problem. Its like a red diagonal line across the TV o_O. same for the feet that are missing while standing.
has there been any guide to fix a "polygon explode" like that? i mean, a strip of the screen gets shattered when standing still, and the feet are gone. i think its cuz the feet polygons are exploding. we need to have a boneset expert look at it, i bet its somethin wrong with how the foot bones are built. by the way, it started happening after deleting unneeded bones from samus
since it happens in the Wait1 animation, maybe we could go into the PSA and animation file bits of it and remove ANY old data from samus's 2 extra toe bones
damn.. we really need to get that fixed. im gonna try one last thing tonight and if it doesnt work.. i dunno anymore
EDIT : -throws two swords in the air, catches, and then sheaths them- Just as i expected.
the reason that "screen shatter" happens IS cuz of some kind of PSA specific bones needed to work. to the current v7 .pac file, i re-added the bones i deleted from Samus and arranged them how they were (before i deleted them) and BOOM.. it works
see?
no screen shatter and the feets stay, worked perfectly
wh00t im surprised at what i can do when i feel that "push" to get something done, i got X's rig done all last night. i've been fixing up the motionfile right now
theres two somethings im not sure how to fix though. in some animation frames it does that "screen shattered" effect. i thought it was cuz of the shine effects but even with unedited materials, it still happens. when it does the "shattered screen" effect, the feets are completely gone for some reason
the other issue is one of the new right hand's fingers streches with the grapple.. other than that, he is ready
how does he look?
^ hes flicking us off..
made only da darker blue parts have a slight shine
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i could send it anyway, maybe you guys know whats wrong. i think maybe those two issues happen cuz there's "leftover" bone animations from bones that aren't there anymore? i dunno..
niice lookin Midna, Malfioz. i always liked that aspect of Midna, her dark and manic-ness. the smile looks great
you know those teal marks and lines that light up on her body? you should make them always lit up and glow (or light up when hit or something, the glowing edits are done in Brawlbox). you could do it by duplicating the body and then deleting polygons that are nowhere near the teal line's polygons (saving file space) and then give it its own specific texture that has all the body texture transparent and only the teal lines visible.. that would be sweeet
anyway, are those custom animations for a PSA and model import? how exactly is that beast gonna be released?
i actually dont know if they have started or not, the most talkin i've done with both teams has been in here. i assumed that they are waiting for da new model as you are, to avoid the possibility of having to "relook" and "recheck" animations since the boneset has changed a lil bit
anyway, i had planned to finish and send it saturday night except a unexpected "family thing" popped up that foiled progress. ill get it done and sent out to you dudes in PMs this week though, expect it soon
Hero, i think i know what moveset yer working on.. does the game's name start with a "T" and the character's name start with a "R"?
either way im not gonna hold X hostage for the answer to what else yer working on. that would be kinda cruel, especially for Team Jiggy. their team has been playing fair so far and is patiently waiting for the ball to return to their side of the court. all they're doing right now is kicking rocks
oh ill get used to his leg bending, i guess. about the Zero model over Link, are you talkin about Beyond's Zero import?
EDIT - i've been watching some of Link's animations with it and the shin metal area bending doesnt look that bad. its understandable as to why it should bend too
Wait, you can get characters who never open their mouth to open through animation? Alright man, just don't running around with another name trying to destroy society with a club... 1st rule about Project Mayhem, You don't talk about Project Mayhem
yeh basically, im weighting vertices around the mouth to a specific bone and this bone will control the mouth area's bending. since these dudes are making animations, they could make it open and close however they want by rotating that bone. (they could also use the "side mouth" bone to control his expression)
uh that was kinda "out there". dont worry, i won't be doing any destroying anytime soon
it took longer than i thought. i had to experiment and study how other character's mouth bones work
the mouth is gonna work like Captain Falcon, a main bone that opens the mouth and a 2nd that controls the sides of the mouth. i was thinking of a 3rd mouth area bone. specifically for the teeth, to make a shut teeth grin, that might be too many bones though (is there a limit we are going for?). you guys are gonna have fun messing with his face.. i know i did
i got that blue shin metal bending, like that photo from Ultimate Marvel vs Capcom 3. its optional, you dont have to bend that area if you dont want to. making that area bend though.. makes him seem "squishy" instead of "metaly". of course.. its up to you
Is he really fat in the current model? lol, i don't think i noticed.
Guess ill say the animations are on hold now until the new one is finished. But Ramon, as dpgthirteen said, don't push yourself and sleep more. Its not like we desperately need the model But i have been working on something else unrelated to Megaman . Won't reveal that now though.
yeh i remember dpg, Velen, and a few others mentioned it awhile ago. i didnt really notice either till i imported the unedited model
you working on a other character moveset, Hero? expose it
and really though, dont worry about me. cuz honestly, i cant sleep well and this is a way to take my mind off of a lot of things, so i dont mind
yeh, ill position the scarf bones where i'd assume the scarf would be when i import that command mission X (lemme know when you get the model, Hero)
this X..! i just noticed a issue that means ill have to start with a complete new X model. i noticed he didn't have the INSIDE of his mouth (like teeth, tongue, and mouth area). i was gonna take the quick way of only getting a new model of X's face that DID have the mouth but thats when i noticed another problem, it wasnt fitting perfectly over the current X. the current X was sort of stretched out and skewed weird in EVERY area, not just the face. i must've screwed him up last year when i first imported him
its not that noticeable till you see the untouched model next to it.. the current X model looks kinda fat
anyway, yuuuup.. it'll eat at me if dont so, im gonna use a new X model that gots the mouth and isnt chubby. shouldnt take long since now i know how to move bones smarter, lets see if a all-nighter could get the job done..
sure am going to be working on good old MegamanX and as for being in Team Jiggy, i believe so
wh00t get jiggy with it Team Jiggy (translation: get to work and have fun while doing it)
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im not sure what angle i rotate it at, but with i mean for the adding is so those parts can be moved, not to move the arm around, but just those bits much like Marios gut bone(WaistNb) and Warios thrid Shoulder bone (R/LShoulderJb)
remove the toe and add another bendable part on both legs
oh i get what you want now, you want a bone that independently controls those "padding" areas at the elbows and knees, correct?
about bones and what-not, i made a list on what we should do with the unused bones (i shoulda brought it up sooner)
the list..
-ToeBones- LKutuN LToeN RKutuN LToeN (for sure these are gone, deleted)
-Shoulder Area- LShoulderSphereM RShoulderSphereM (these are the ones i thought we could use for Command Mission X's scarf, otherwise delete them. i could give slight control to the scarf later on to ShoulderJ bones so it wont be static, if we dont use these)
-Elbow Area- LHijiN RHijiN (will now be used for the elbow pads)
-Head Area- HeadM (could use this for a rigged mouth, otherwise deleting it)
-Cannon Area- GunM (useless, the X buster is on the other side)
-Waist Area- SphereM (deleting for sure)
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the blue shin metal part being bendable was brought up a bit ago, if only you were here sooner.. F it, for X.. ill rig him for the 7th time (adding bones will screw up the current rig)
the list of adding bones..
-Knee Area- LKneePadN RKneePadN (to independently rotate the padding area at the knee joint)
-Shin Area- LShinMeN RShinMeN (these will control the bending at the center of the blue shin metals, as marioking64DS mentioned)
read the above a few times, and let me know if EVERY bit of it sounds good with you two. i want this to be the final rig
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see how the Left leg as a bend in it something like that is needed, also idk if you can do this or not but X's eyes needs its own Texture, trying to move the eyes in Brawl Box has the whole body texture moving
ive been messing with UV'ing lately and i could do that, make the eyes's texture its own texture.
its how i got this X helmet kirby hat working. instead of being on a huuuuge 1024x1024 with lots of unneeded texture, i cut out the X helmet bits out and made it it's own texture (it was freezing before due to file size)
Hey, just got the X model with the rig, very nice rig but there are a few more things needed and removed
for adding, there part here
here
and here
and as for the removable bones, just the unused ones from Samus
also
MegamanX Says Hi
sweeet, didnt know marioking64DS was gonna be working on X. are you in "team jiggy"?
the first bend you show seems kinda odd, what angle is that in? i never "bend tested" it that way cuz it seemed unnatural. im spreading my arms out to double check and elbows only seem to bend inward to the chest. you try bending yer elbow that way without rotating yer shoulder with it. i think i could fix it anyway though
the 2nd picture, looks like that could be fixed by lowered the knee bone a bit. to take away those "sharp" parts
im kinda guessing for the two problems above, im not exactly sure what you need fixed with the "for adding" statement
deleting unused bones should be simple. i was thinkin of planning ahead and having two of the shoulder area's unused bones for command mission X's scarf. if you guys dont wanna animate with command mission X in mind, ill delete them (i could just make da scarf slightly rotate and bend with shoulders instead). besides that, there is a lot of other unused bones. you guys DONT want the foot to bend at the toe, correct? if so, i might as well delete all those toe bones too
I really love the shoulders now. But when i use the Motionpacetc that has my animations, i gotta re-do all the animations. The shoulderpad armor, the shoulder and the head were in the wrong place.
(ill just use your MotionEtc.Pac for this since everything looks fine on it):
But ill just wait until the things that Marioking64DS said is fixed before working on any animations.
yuuup.. i thought there was a way to fix old animations into the motion file without that happening. if there isn't.. yer gonna need to start over x__x
Its alright if it took too long. You always have your models in perfect rig anyways . Send it when you can.
As for the HipN issue, i dont know how to fix that since i don't know much about fixing things in models.
For Zero's Saber thing, You mean to replace the cannon that appears in Samus's final smash and the Taunts? That could work.
you're too kind Hero
the HipN issue has to do with issues in the actual animation file itself, not from the model's bones. for example, after doing that translation fix thing, he would stay in place instead of the HipN translations going up, down, and rotating like how the animation should. although it wouldnt matter much since yer editing the animations. the motion file in the link i sent has the HipN translation untouched (till i know how to fix it properly)
yeh i checked it earlier today, it has a bunch of bones. we could use them to make the sword bend like it would in the X games
I'm surprised I am just noticing this moveset... I like how it's going so far but I feel like if most of X's B moves are things like his more armor upgrade associated moves, then his down B should as well. I personally thought using the Z-sabor like in X6 would be an optimal Idea, a slow but powerful attack. Then have nova strike for side B, have X's Up dash for an up (Maybe adding the ability to hover for a short time after.) and then the buster for B. That then frees up spots for maverick acquired attacks form smashes and tilts.
The hovering sounds like a good idea. Maybe holding Jump button in the first and/or 2nd Jump will make you hover and move left and right for a short time and be able to use his buster.
Thanks for that suggestion.
-nods in agreement-
yes, a hovering skill would be sweeet. being able to shoot the x buster while hovering would be "gonna pass out" worthy. make it happen, Hero